dan sinclair
dan sinclair
Given that is talking about the possibility it crashes drivers, it doesn't seem like something we'd want to add at this point?
What is the use of an empty struct in a shader? Where would they be used? If they aren't useful in a shader, I don't think it's worth adding support.
WGSL isn't GLSL so I'm not sure I understand the statement? If they can't be used in a shader, I'm not sure why it's relevant, even if c++ generates them?
WGSL doesn't have `#ifdef` so you can't generate empty structs that way. I'm not sure I understand the transform statement, are you referring to the `#ifdef` of a struct, or...
The spec is more restrictive than the grammar in a few places. So, while the grammar allows empty structs, the spec specifically disallows them which takes priority.
I tried this in HLSL (with both FXC and DXC), GLSL and MSL and shadowing in this fashion fails to compile. The `b` is considered to already be in scope...
We do renaming through a transform, but it's also useful to turn that transform off for local testing and get matching variable names. In this case, that pass-through would no...
Could this be done at the dEQP level and just not execute those Amber scripts when running with your new mode? The tests themselves are setup as graphics pipeline tests,...
Do all those proposals require me to have an existing var? I can't say `unitMin()` ? The `unit` also looks very very similar to `uint`.
The statement about a fair chance isn't that one solution is superior, it's that we have finite development resources and we can either build one path with all our resources,...